Powers & The Power Pile
Your special abilities are fueled by Power Cards—a separate deck you spend to activate your most potent abilities.
Two Decks, Two Purposes
Every player manages two separate decks. Understanding the difference is key to mastering Deck of Adventures.
Check Deck
52 cards (no Jokers). Draw from this for skill checks, attacks, and saves. Reshuffled after each draw.
Power Pile
A growing deck of Power Cards. Spend these to fuel your abilities.Replenishes on rest.
Power Pile Progression
Your Power Pile grows as you level up. At Level 1, you start with just the Jokers. Each level adds more cards, giving you more resources to spend.
| Level | Cards Added | Total Cards |
|---|---|---|
| Level 1 | 4 Jokers (wild cards) | 4 |
| Level 2 | All 2s (♠♦♣♥) | 8 |
| Level 3 | All 3s (♠♦♣♥) | 12 |
| Level 4 | All 4s (♠♦♣♥) | 16 |
| ... | Pattern continues | ... |
Jokers are Wild: Jokers can substitute for any card when paying a Power's cost. They're your most flexible resource!
Power Costs
Powers have costs that specify which cards to spend. There are several cost types you'll encounter.
Suit Costs
Requires cards of a specific suit. Example: "2x Hearts" means spend 2 Hearts cards of any value.
Value Costs
Requires cards of a specific value (number). Example: "2x 3s"means spend two 3-value cards of any suit.
Jokers (Wild)
Jokers can substitute for any card when paying costs. Need a Heart but don't have one? Use a Joker!
Role Signature Abilities
Each role has a signature maneuver that defines their playstyle. These are Minor Actions with Power Card costs.
Spend 1-2 Power Cards to instantly teleport to any unoccupied space within 6-12 spaces.
Spend 1 Diamonds card to draw one additional card on your next attack draw.
Spend Power Cards to force an enemy within 4 spaces to make a Conviction save. On failure, they draw with Lower Hand on attacks against anyone but you.
Spend 2-4 Power Cards of the same pip value. A target ally replenishes 1-2 Power Cards of the same value from their discard pile.
Replenishing Your Power Pile
Power Cards you spend go to your discard pile. They're not gone forever—you get them back when you rest!
Quick Rest
A short breather. Replenish some Power Cards and regain limited use abilities.
Full Rest
A complete rest (overnight). Replenish all Power Cards and regain full HP.
Resource Management: Running out of Power Cards mid-combat is dangerous! Plan your spending across encounters, not just within them.